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  1. Dirt

    Divinations...something that has always irked me

    I have always given information based on the deity's own agenda, but I hadn't considered making it more difficult retrieving information when it is outsite of their scope (followers, holy grounds, churches, and general areas of knowledge...what the God is known for). Interesting take on it. I...
  2. Dirt

    Divinations...something that has always irked me

    *laugh* Well, yeah, it does allow a saving throw. But, if you have room full of suspects, anyone who opts for a saving throw is immediately a suspect. "Hmmmm...won't allow us to read your mind, eh? Throw 'im in the other room with the other two. Congratulations champ! You just made our...
  3. Dirt

    Divinations...something that has always irked me

    I've had some fairly convoluted plots (sometimes without meaning to). But, when it comes down to it, a couple communes in one day can quickly destroy a mystery. To be honest, I'm not really dead-set on creating a murder mystery. I haven't really done one of those in ages. I just offered it...
  4. Dirt

    Divinations...something that has always irked me

    To some extent, I have already provided a means to subvert attempts to completely ruin attempts at intrigue, and their adventures even lead them to a city where political intrigue was the norm. For quite some time (2-3 years in real time, I think), the group has been in an underdark smuggling...
  5. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    Yep, I definitely do like the range limit that was imposed in 3.5. I heard someone say that Arcana Unearthed had an even more revised teleport. I'll have to take a look at that. The current rules don't carry much danger in teleporting to a new location.
  6. Dirt

    Divinations...something that has always irked me

    Once the murderer is discovered, it's all over from there...just interrogate the murderer, get all of the morbid details, and find all of the clues that would normally be there. This isn't something that actually happened in one of my adventures, but it DID happen in another (in fact, I helped...
  7. Dirt

    Divinations...something that has always irked me

    I've used this one as well. In fact, I've had IMMENSE fun with alignment. A player may not consider something "weal", but a god may if it suits his purposes. But, those contortions are few and far between, and still doesn't save me from having commune questions asked...almost every gaming...
  8. Dirt

    Divinations...something that has always irked me

    This is one of my problems though - when I custom create "anti-scrying devices" and "divination shields", the players will argue that I'm being unfair and severly limiting the use of the divinations that they struggled so hard to earn. They feel that by inundating the campaign world with...
  9. Dirt

    Divinations...something that has always irked me

    I've used nondetection before. Mindblank is a fairly high level spell, so that isn't used too often. I've used the amulets before, but I don't want to make them TOO common. But, it all still falls apart in instances...take, for example, a murder mystery in the local tavern. One of the local...
  10. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    I like both of thes ideas. The idea of a creature nesting on the ship just sounds comical...and there is a druid on board who has a fondness for infant evil creatures (long story). They could very easily purchase a stolen ship...they are currently in a pirate port (which they reluctantly...
  11. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    Hmmmm...you must have known him in the days when he hung out with Tim's brother, John Buckley? Maybe? Or Ernie?
  12. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    An undead ghost ship idea won't work for this group. There would be cries of "it's the Black Pearl!" and "where's Captain Jack Sparrow?" It may sound like I'm joking...but I'm not. I once had an NPC jump in to save the group in a rather nasty combat encounter in a less than savory district...
  13. Dirt

    Divinations...something that has always irked me

    My gaming group is just now reaching the levels where divinations have started to become abusive (with access to spells like commune), and I realized that this has always been something that didn't sit right with me. I run a campaign that is fairly political...but in truth, in a world where...
  14. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    A bit of both. The nice thing is that the group is easily distracted. The entire purpose of this little trek is to explore lands to which they've never been. They will be regularly stopping at ports along the way, and I'll provide some good opportunities for shore leave (gathering rare spell...
  15. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    Unfortunately, sinking their ship (although immensely fun) would only briefly effect them. There is a mage who has been abusing his teleport. There is also a cleric who can provide endless amounts of food and water. So, while "Survivor:The Jungles of Gargargia" sounds like fun, it wouldn't...
  16. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    I rather like the doppleganger idea...although I've probably already overused the doppleganger concept... So, who is this? Is this one of Tewligan's improv troup members?
  17. Dirt

    It finally happened: Party can Teleport

    If you want to be particularly nasty, have the inn burn down and put the town under seige...better yet, have the inn burning down when they teleport in. :D OR... someone tracking the group through the wilderness learns of their nightly ritual and plans an ambush in the very spot to which...
  18. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    alsih2o, Thanks for the link. I've printed off a couple of the articles for reference during the game tonight. I'm still looking for some ideas for my sea voyage! Any other takers? Consider this a gratuitous bump! :D
  19. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    The first adventure will probably deal with finding and purchasing a ship, and scrounging together a crew willing to be a sea for many months. They will travel to a pirate port called Underway, where they will attempt to acquire a magic item (a bound water elemental...with whom I plan to have...
  20. Dirt

    Help with a LONG sea voyage (TEWLIGAN - stay out)

    The average character level is around 9-10.
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